| Time |
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| 01:21 |
garywhite |
It's really quiet in here, even for the time of day |
| 01:22 |
rubenwardy |
:( |
| 01:23 |
IhrFussel |
Will wielded:get_name() return nil if the player holds an unknown item? |
| 01:28 |
shivajiva |
F5 shows its string so I think it would return something, like the whatisthis command |
| 01:28 |
shivajiva |
not sure what mod that originates from tho |
| 01:29 |
rubenwardy |
no |
| 01:29 |
rubenwardy |
it would return the item name |
| 01:29 |
rubenwardy |
minetest.registered_items[itemname] would then return nil |
| 01:32 |
shivajiva |
skyblocks is on 0.4 stable, crosses fingers and hopes for the best =) |
| 01:58 |
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| 14:12 |
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| 14:16 |
benrob0329 |
Grass: That one texture people keep redoing for MTG |
| 14:50 |
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| 15:54 |
VanessaE |
~seen tenplus1 |
| 15:54 |
ShadowBot |
VanessaE: I saw tenplus1 in #minetest-hub 19 hours, 58 minutes, and 19 seconds ago saying "nite folks o///" |
| 15:55 |
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| 15:56 |
VanessaE |
well by my clock, he's 4 hours late :) |
| 15:58 |
VanessaE |
hm. need to prod him about a couple of farming_redo oversights I just ran across |
| 17:04 |
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| 17:09 |
* sofar |
rubs eyes |
| 17:13 |
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| 18:04 |
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| 18:09 |
benrob0329 |
Krock: to pebble or not to pebble, that is the question |
| 18:09 |
Krock |
only major, important questions here. I see. |
| 18:10 |
benrob0329 |
I say pebbles |
| 18:10 |
benrob0329 |
It makes the dirt a bit more interesting |
| 18:11 |
Krock |
time to study some psychology and philosophy |
| 18:11 |
Krock |
only with these one can be able to answer your well thought and deep question |
| 18:14 |
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IhrFussel joined #minetest-hub |
| 18:14 |
IhrFussel |
is a nodetimer_interval of 0.2 even necessary? Would a lot break if I set mine to 1? |
| 18:14 |
IhrFussel |
I feel like no timer depends on decimals |
| 18:14 |
Krock |
hello IhrFussel |
| 18:15 |
Krock |
IhrFussel: they use floats |
| 18:15 |
Krock |
so 0.2 and even 0.000002 should work as intended |
| 18:16 |
IhrFussel |
Yes but I mean is 0.2 not a bit heavy? And would most nodes still work correctly if I set it to 1.0? |
| 18:16 |
IhrFussel |
And hello =) |
| 18:16 |
Krock |
ooh. m_active_blocks_nodemetadata_interval |
| 18:16 |
Krock |
there's a setting for it |
| 18:17 |
IhrFussel |
Yes and default is 0.2 |
| 18:17 |
Krock |
well, timed actions might be less accurate |
| 18:17 |
Krock |
but since they will be triggered anyway you can increase that to 1.0 if you want |
| 18:18 |
Krock |
feel free to measure the execution time and profile the average if it's a concern |
| 18:19 |
IhrFussel |
I thought you could tell me if there's a performance impact when I leave it at 0.2 ... ABM intervals are set to 1 |
| 18:21 |
Krock |
your lags will have larger pikes |
| 18:21 |
Krock |
since they're not spread among smaller steps |
| 18:22 |
Krock |
same as with the map save interval. save it too often and it'll waste too much disk I/O and time, save it too rarely and too much will have to be written at once |
| 18:24 |
IhrFussel |
So setting it lower means less lag? And the compute time for the nodetimers is redundant? |
| 18:24 |
IhrFussel |
less larger lags* |
| 18:26 |
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| 18:26 |
Krock |
dunno how high the nodetimer impact is. should at least be quite small |
| 18:40 |
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| 18:46 |
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| 18:58 |
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| 19:17 |
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| 19:18 |
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tenplus1 joined #minetest-hub |
| 19:18 |
tenplus1 |
hi folks :) |
| 19:18 |
tenplus1 |
hey Krock |
| 19:19 |
Krock |
hi tenplus1 |
| 19:19 |
tenplus1 |
:P |
| 19:19 |
tenplus1 |
I has an idea for dropped items :D |
| 19:22 |
Mr_Pardison |
some go boom? :D |
| 19:22 |
tenplus1 |
hi mister :) |
| 19:23 |
tenplus1 |
sorta... was thinking a dropped_in and dropped_on function that's called if true |
| 19:23 |
tenplus1 |
e.g. salt dropped in river water turns it into sea water for instance |
| 19:23 |
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| 19:23 |
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| 19:23 |
tenplus1 |
hi Vanessa |
| 19:23 |
Mr_Pardison |
ineteresting. |
| 19:24 |
Mr_Pardison |
*interesting |
| 19:24 |
tenplus1 |
so that modders can create special items that you drop into or onto certain things to do something :) |
| 19:24 |
VanessaE_ |
hi |
| 19:24 |
tenplus1 |
this also means that cauldron nodes you can fit items inside can be used for all sorts of business :D |
| 19:25 |
VanessaE_ |
tenplus1: you have a forum message to read :) |
| 19:25 |
tenplus1 |
ooh, checking... |
| 19:25 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=11&t=9019&p=328195#p328195 |
| 19:26 |
VanessaE |
that (split) was strange... |
| 19:27 |
tenplus1 |
ooh thanks Vanessa, will read and see what changes I can make :) |
| 19:27 |
VanessaE |
MAKE ALL THE CHANGES! "\:D/ |
| 19:27 |
VanessaE |
:) |
| 19:27 |
tenplus1 |
ehehe, we have banana pie in pie mod :P but yeah, need more banana recipes |
| 19:29 |
|
Ruslan1 joined #minetest-hub |
| 19:31 |
tenplus1 |
VanessaE: farming_plus carrot has an alias set in farming redo ? |
| 19:31 |
VanessaE |
apparently something is missing there. |
| 19:32 |
tenplus1 |
https://notabug.org/TenPlus1/Farming/src/master/compatibility.lua#L51 |
| 19:32 |
VanessaE |
hm, I'll investigate that more later. it's from a user report. |
| 19:33 |
VanessaE |
also, |
| 19:33 |
VanessaE |
um... |
| 19:33 |
VanessaE |
https://notabug.org/TenPlus1/Farming/src/master/compatibility.lua#L64 why? |
| 19:34 |
tenplus1 |
lol, cause orange is in ethereal and grows as tree and not bushel, I replace the crop variant with tomato and keep the orange fruit intact |
| 19:34 |
VanessaE |
I'll happily agree that orange "bushes" was dumb :) |
| 19:34 |
VanessaE |
ok. |
| 19:34 |
tenplus1 |
:P |
| 19:34 |
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| 19:35 |
tenplus1 |
any chance of remaking moretrees into say a more_tree's mini version with smaller trees ? |
| 19:35 |
VanessaE |
there already is such a mod |
| 19:35 |
VanessaE |
I think bas080 made it |
| 19:35 |
tenplus1 |
? what where when ? |
| 19:35 |
VanessaE |
tiny trees or some such |
| 19:35 |
tenplus1 |
ohhh, checking |
| 19:35 |
VanessaE |
idk how much it supports though |
| 19:36 |
tenplus1 |
er... it builds the tree node by node... will skip it |
| 19:36 |
VanessaE |
ok. |
| 19:36 |
tenplus1 |
am thinking more like a few schems per tree around the same size as default one's |
| 19:37 |
VanessaE |
oh, I know of no such mod like that |
| 19:37 |
VanessaE |
however I'm not against extending moretrees to do something like that |
| 19:38 |
tenplus1 |
having extra tree's is great, but humungous one's that overshadow the player is scarey :D |
| 19:38 |
VanessaE |
(could be a feature to enable/disable in the config, along with large trees) |
| 19:38 |
tenplus1 |
also bushes sugar item can be used in recipes since it has the food_sugar=1 group, same as farming sugar, so it's all good |
| 19:39 |
VanessaE |
You should hide one of them |
| 19:39 |
VanessaE |
(whichever one the engine "ignores" due to the alias) |
| 19:39 |
tenplus1 |
the alias in bushes_classic ? |
| 19:40 |
VanessaE |
I mean if I `/giveme foo` and the engine gives me bar, then foo should be hidden from the inventory. |
| 19:40 |
VanessaE |
having two options confuses the n00bs :) |
| 19:41 |
tenplus1 |
I have no alias set... bushes:sugar and farming:sugar are two separate items that can both be used in same recipes because of group, they also have 2 diff. recipes |
| 19:41 |
VanessaE |
hm |
| 19:43 |
VanessaE |
well having two recipes is kinda meh. which mod gets loaded second? |
| 19:43 |
tenplus1 |
yours |
| 19:43 |
tenplus1 |
want me to add a check for farming:sugar and set alias if found ? |
| 19:44 |
VanessaE |
if mine loads second, then Leave yours be; I'll add an override to bushes to defer to your recipe/item |
| 19:45 |
tenplus1 |
if minetest.registered_nodes["farming:sugar"] then (hide recipe for bushes:sugar) end |
| 19:45 |
tenplus1 |
:P |
| 19:45 |
VanessaE |
yeah, something like that |
| 19:46 |
tenplus1 |
testing now |
| 19:49 |
VanessaE |
https://pastebin.ubuntu.com/p/ZPxxSmj8Hd/ |
| 19:50 |
VanessaE |
hm, I see an old alias in there related to carrot seeds, I'll remove it in a separate commit |
| 19:52 |
tenplus1 |
https://pastebin.ubuntu.com/p/B8ygkGFphM/ |
| 19:54 |
VanessaE |
well that'll work too, but I prefer to check for the item specifically :) |
| 19:55 |
VanessaE |
pushed. |
| 19:56 |
tenplus1 |
:p |
| 19:59 |
VanessaE |
it's registered_items[] btw. :) |
| 20:00 |
tenplus1 |
I know, was just typing too quick :) |
| 20:02 |
IhrFussel |
Just to make sure: Wielded items cannot be nil and the engine knows their :get_name() even if the items themselves are not registered anymore? |
| 20:02 |
tenplus1 |
? |
| 20:03 |
tenplus1 |
re-phrase that question fussel |
| 20:04 |
IhrFussel |
When I get clicker:get_wielded_item() I wanna know if it's possible that :get_name() returns nil or anything that could cause a crash when I later do a string comparison |
| 20:04 |
tenplus1 |
should return "" for empty hand so should never be nil |
| 20:04 |
tenplus1 |
do a test and make sure though |
| 20:05 |
IhrFussel |
Yes but what if the wielded item is unknown... is the stack name still existent? |
| 20:05 |
VanessaE |
tenplus1: anyways, what say you about the other items in my list? |
| 20:06 |
tenplus1 |
fussel, hold on, will test it out |
| 20:06 |
tenplus1 |
still returns the actual name of the unknown node |
| 20:07 |
Krock |
farming.mod and farming.mod =="redo" |
| 20:07 |
Krock |
can be shortened to farming.mod =="redo" |
| 20:07 |
tenplus1 |
gotta check if farming.mod exists first Krock, default farming doesnt contain it |
| 20:07 |
Krock |
tenplus1: doesn't matter |
| 20:08 |
Krock |
nil ~= "redo" would be the other case |
| 20:08 |
Krock |
* nil == "redo" |
| 20:08 |
Krock |
which evaluates to false too |
| 20:08 |
tenplus1 |
hrm, am sure it error'd before when I missed that one out... :P |
| 20:09 |
VanessaE |
it would if you left out the "if farming and..." part. |
| 20:10 |
tenplus1 |
heh, working :) |
| 20:13 |
tenplus1 |
updated to make cocoa pods non-walkable, will go through list and tweak things here and there on my next day off :D |
| 20:13 |
tenplus1 |
thinking of banana additions |
| 20:13 |
VanessaE |
:D |
| 20:13 |
VanessaE |
any commentary on the other suggestions? |
| 20:13 |
tenplus1 |
pumpkin and melon will take time tho, gotta redo textuers |
| 20:13 |
VanessaE |
oh btw, maybe banana bread instead of a pie. |
| 20:13 |
tenplus1 |
all valid suggestions :) |
| 20:14 |
tenplus1 |
I have banana bread already added |
| 20:14 |
VanessaE |
oh ok |
| 20:14 |
tenplus1 |
in ethereal that is |
| 20:14 |
benrob0329 |
O/ tenplus1, VanessaE |
| 20:14 |
tenplus1 |
hi benrob |
| 20:14 |
VanessaE |
then I guess you know what to import :) |
| 20:14 |
VanessaE |
hi ben |
| 20:17 |
VanessaE |
if you want, I can model rudementary pumpkin and melon meshes, unless you'd rather stick with nodeboxes. |
| 20:17 |
tenplus1 |
prefer simple nodeboxes :) |
| 20:17 |
VanessaE |
ok |
| 20:17 |
tenplus1 |
To that end, farming:pumpkin exists (as a full cube), but it does not grow from farming:pumpkin_* -- I think they used to spawn randomly at mapgen time. |
| 20:17 |
VanessaE |
maybe I'll do that in my dreambuilder overrides. |
| 20:18 |
tenplus1 |
how do you mean does not grow from farming:pumpkin_* |
| 20:18 |
VanessaE |
I mean growing pumpkins stops at pumpkin_8, never producing farming:pumpkin |
| 20:18 |
tenplus1 |
yeah, you harvest pumpkin to get slices, 9x slices = 1 whole block pumpkin to build with |
| 20:19 |
VanessaE |
eh........ |
| 20:19 |
VanessaE |
no. :) |
| 20:19 |
tenplus1 |
was keeping pumpkin block separate from the crop, mistake ?? |
| 20:20 |
VanessaE |
imho yes |
| 20:21 |
tenplus1 |
heh |
| 20:21 |
tenplus1 |
ok, will make a pumpkin block grow bigger |
| 20:22 |
VanessaE |
I'd just replace the current pumpkin_* with the block, which is how it used to be |
| 20:22 |
VanessaE |
er |
| 20:22 |
VanessaE |
pumpkin_8 |
| 20:22 |
tenplus1 |
? |
| 20:23 |
VanessaE |
I'd just replace the current pumpkin_8 with the block pumpkin, which is how it used to be in farming_plus |
| 20:23 |
VanessaE |
that also gets into the multiple sizes of nodebox-based nodes. |
| 20:23 |
tenplus1 |
ahh ok |
| 20:23 |
Bobr_ |
o/ ten |
| 20:24 |
tenplus1 |
hi bob |
| 20:27 |
tenplus1 |
VanessaE: so when pumpkin_8 is nodebox, harvesting now will give slices instead of whole pumpkin |
| 20:27 |
tenplus1 |
that ok ? |
| 20:28 |
VanessaE |
imho give the player the whole cube, let them cut into slices (craft block + sword, return sword ? ) |
| 20:29 |
tenplus1 |
we have utensils in farming now, so chopping board would be handy |
| 20:29 |
VanessaE |
anything less than _8 could give slices right away maybe |
| 20:35 |
tenplus1 |
k, _9 gives whole block, to make into slices for eating of re-planting you craft pumpkin + cutting board = 9x slices and returns board :) hows that ? |
| 20:35 |
VanessaE |
sounds good to me |
| 20:36 |
tenplus1 |
kewl :D updating git |
| 20:37 |
VanessaE |
+1 |
| 20:39 |
tenplus1 |
:P |
| 20:43 |
tenplus1 |
did same with melons, need chopping board to cut those also |
| 20:44 |
VanessaE |
nice |
| 20:45 |
tenplus1 |
gives more uses for utensils now :D |
| 20:46 |
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| 20:47 |
tenplus1 |
o/ CWz |
| 20:47 |
tenplus1 |
updating Xanadu now with farming changes |
| 20:49 |
Mr_Pardison |
I hopped on there the other day and it looked great as always. |
| 20:55 |
VanessaE |
tenplus1: your changes up to "fix melon drop" will go live on my servers at the morning cycle |
| 20:56 |
tenplus1 |
git updated |
| 21:00 |
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| 21:01 |
tenplus1 |
nite folks |
| 21:01 |
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